Campaign of the Month: January 2015
Skies of Glass
Minotaurs are bovine monstrous humanoids that make their home in the southern mountain ranges of The Ashridge Mountains in Coricona. Tribalistic and brutal warriors by nature, minotaurs historically waged great wars against the dwarves, barbarians, and anything else that would attempt to lay claim to what they viewed as “their” territory. However, while minotaurs used to be a single people, united by their love for war and battle, a religious war amongst them ages back split the minotaurs into two tribes: the Hurloon and the Talruum. The Talruum still follow their ancient ways, a tribe of battle-loving warriors that worship the violent war-god Torahn, making their home in the south-western Ashridge range that has long since been known as the Talruum Mountains. The ancient defectors, the Hurloon, have melded shamanistic beliefs into their warrior lifestyle and worship nature spirits such as The Worldmother, and have made their home in the south-eastern Ashridge range known as the Hurloon Mountains. Since their split, the Hurloon have forged positive relationships with many of the other major races, particularly the dwarves. The Talruum, weakened by the split, eased back found comradery among their ancient enemies, the barbarians, but have otherwise remained fairly isolated. Minotuars tend to prefer warrior profession, such as spellblade or battle caster, though Talruum minotaurs occasionally favor more explosive professions, such as berserker or rage mage, while Hurloon minotaurs occasionally favor more naturalistic professions, such as warden or ranger. Talruum minotaurs have an unusual cultural appreciation with illusory magics and many of the more intelligent talruum will pursue such magics, some even taking to become a wizard to better master such pursuits. Minotaurs tend to be Chaotic Neutral or True Neutral, enjoying a loose, tribalistic society with status dictated by strength and skill. Leaders and spiritualists among the Hurloon teen to be Lawful, some even Lawful Good, their ordered and ritualistic temperaments guiding their spiritual people. Minotuars are usually Red.
Minotaurs are extremely tall creatures, usually standing between 10 and 11 feet tall and often gaining an extra foot or so from their sweeping horns. Talruum and Hurloon minotuars are most easily told apart by their coats – Talruum minotaurs having short, coarse coats, and Hurloon minotuars having a soft and slightly shaggier coat. Minotuar coats tend to be shades of red, brown, grey, white, and/or black in color, though some unique colorations such as blues, silvers, and yellows or have been seen, and show in a great variety of patterns – roan, whiteface, spotted, color-sided, hereford, belted, and brindle all being relatively common. Talruum minotaurs are known for their vanity, putting great emphasis on physical beauty, believing that beauty leads to strength and skill, and often take incredible care of their horns and coat. Hurloon minotaurs are a highly ritualistic people, their best known ritual is their custom of singing hymns after combat to the memory of the fallen, both theirs and the enemy’s. Hurloon warriors often display elaborate facial tattoos and horn-etchings.Minotaur characters posses the following racial traits.
- +2 Strength, -2 Intelligence, +2 Charisma
- Monstrous Humanoid type.
- Size Medium
- A minotaur’s base land speed is 30 feet
- Darkvision 60 feet
- Relentless Hunter: A minotaur gains Improved Initiative as a bonus feat.
- Natural Attacks: Minotaur can make a gore attack that deals 1d6 points of damage.
- Maze Senses: Minotaur have a +2 racial bonus on Survival checks and Survival is always considered to be class skills for them.
- Automatic Languages: Taurru. Bonus Languages: Dwarven, Efflis, Giant.
|1st||+1||+0||+2||+2||+2 Strength, +2 Constitution, Natural Cunning, Powerful Build|
|2nd||+2||+0||+3||+3||+2 Strength, +2 Constitution, Growth, Powerful Charge, Weapon Familiarity, Natural Armor +1|
Hit Die: d10
Class Skills: The minotaur’s class skills are Craft, Intimidate, Knowledge (geography), Perception, and Survival.
Skill Ranks per Level: 4 + Int modifier.
All of the following are Class Features of the Minotaur racial level.
Natural Cunning: Although minotaurs are not especially intelligent, they possess innate cunning and an unusual grasp of logic. This gives them immunity to Maze spells, a +2 bonus on Intelligence checks, and prevents them from ever becoming lost. Further, they do not lose their Dexterity bonus to AC if caught flat-footed.
Powerful Build: A minotaur gains the ability to use weapons designed for a size large creature without penalty, and their unarmed and natural weapons deal damage as if they were size large. However, the minotaur’s space and reach remain those of a creature of their actual size. The benefits of this racial trait do not stack with the effects of abilities, spells, or other effects that change the minotaur’s size category. Notably this increases the damage of their gore attack to 1d8.
Growth: At second level, a minotaur becomes size large, taking a -1 size penalty on attack rolls and armor, gaining a +1 size bonus to CMB and CMD, suffering a -2 penalty on Fly checks and a -4 penalty on Stealth checks, and increasing their reach to 10 feet. Notably, this does not cause their powerful build ability to increase, but they still retain their powerful build should they ever become size medium again for any reason.
Powerful Charge: At second level, minotaurs deal 2d8 points of damage plus 1-1/2 times Strength modifier with their gore attack on a charge.
Weapon Familiarity: Starting at second level, a minotaur may take the Exotic Weapon Proficiency for the Striva.